It's updated at last! Huzzah! =D
Silent, just thought I'd let you know that BC is moving away from 2.X.X - 3.X.X is starting to become the official version number.
About freaking time... minecraft wasn't in alpha this long.
It's updated at last! Huzzah! =D
Silent, just thought I'd let you know that BC is moving away from 2.X.X - 3.X.X is starting to become the official version number.
About freaking time... minecraft wasn't in alpha this long.
Very good, but I could'nt find a link with the updated version.
Can you please post the download link? Or send me personal message, please.
Minecrafter555
top of the first post...
Will probably be this weekend before I get a chance to start work on the update. I have no eta as I have not even looked at it yet.
Ehem.I get 625k EU from 1 unit of fuel in petrochemical gen
Would you mind telling where to change that number? I dunno if that is a bug
not a bug, and not configurable atm.
Ok question about the experimental version for 3.x do the cross over pumps work with the gates/chips? I am wondering because I am building a power-plant (well the BC and vanilla parts while I wait for IC2 to update to 1.2.5) and I want to know if I can build in the control systems to monitor coolant and heat levels. If it is not already is that a plan to have them in there?
Edit: also how well do these blocks work with builders? will the engines place properly in a building created from a blueprint?
Thanks
Love the Mod.
crossover pumps? If you mean engines, then yes they work with BC triggers.
As for the BP I dunno, I've not yet created specific code for the blueprints so it may or may not work depending on how BC handles it.
No one having any idea how to solve this? I cannot seem to find where the ID conflict is
If you have a problem, you must follow the guidelines in the reporting bugs section or you will not receive any assistance.
I'm using a group of petrochemical generators to dump energy into an MFSU, on some of the generators there is a red bar next to the oil level, is that the ammount of power they are generating?
It is the amount of energy the have stored internally, the same as a IC2's generator horizontal bar or the little lightning icon on the machines.
Sorry if this has been reported(I can't get the search to do a search of just this thread), but this deserves a look. Everything works fine, it just looks strange:
http://imgur.com/w8RmW
edit: It appears to be forestry and the crossover not liking one another, as forestry also has problems, which go away when Bc-Ic crossover is removed.
edit2: Everything is fine if one of "allElectricEngines" or "allowGenerator" is set to false. An issue with spaces for custom textures?
This uses some of BC's code to handle the rendering, forestry must change that or something, nothing I can do about it.
Also a solution for my industrial electric engines. I use a lapis conductive pipe from the buildcraft addon mod APS(Advanced Powered Systems) That pipe allows you to extract more than 25mj from an BC engine(The wooden conductive pipe is capped at 25mj, not the amount you can extract. Maybe you can add a pipe like that to your mod, so it can be standalone, im sure
dAkshEN3 wouldnt mind,and/or would understand.
http://www.mod-buildcraft.com/…t-advanced-power-systems/
I already have plans to do so for other reasons, also Krapht and SirSengir have said they would look into changing it. The thing that limits it is only for visual affect and can easily be changed so that it works with higher energy values.
Bukkit port also updated by halvors.
Any plans on making something that could convert 1000 eu/t > bc and then from bc > 1000 eu /t? Power crystals power converters used to do this, but he stopped maintaining the mod.
Being able to do this enables teleporting power with the tele pipes mod.
You already can, it just takes more than 1 block to convert that amount of power.
Probably a bug with the energy conservation when you turn it off. I think I'll just make it so you lose the energy when you shut it off, harsh but at least you don't have to wait for it too cool or anything.
I'll look into it for the next release.
Edit: Fixed.
Working on updating to 1.81 ect. I would not expect a release before next weekend.
silentdeth a wonderful suggestion is consider adding a feature in the configs to disable the fire/water animations of the petrochemical generators. In fact maybe consider it on all devices. The reason I say this is because a lot people might start with 1-2 but later on they add up more and more till you have 100's. With just a crap ton of generators I'm dropping to like 10 fps in my lot and use to have 200+.
Be a really cool idea to have this client side.
I have plans to tie the fire effects into the particle effects option at some point. I am aware of the FPS hit with them, but more is going on than just the fire effects, and I have yet to find it, it is a lower priority than new stuff atm.
i check them, there are the same in the server and client. the gui ID is guiIdSmallElectricEngine=101, but any other mod use it, so.. i dont know whats the problem. Its look like turtle conflict (ComputerCraft)
It certainly looks like a GUI ID conflict. Could be the mod that is it conflicting with doesn't have the GUI IDs listed in their config file.
Depending on how quickly IC2 and BC update, the 1.2 update may take longer than usual, due to RL stuff.
Yeah... I was avoiding the whole refinery set up by using strictly electric engines off of my insane geo generator setup. But the above is what I did, an MFE to LV Transformer to the MEE. I have enough resources to dedicate an MFE and LV to the task of running EEs where ever needed. Just would have made it easier to put in bigger crystals. Oh well, thanks though.
Now, question, will the IB versions use IC2 1.71? It says 1.70B currently and current version of IC2 is 1.71 so... Didn't know if there was enough of a difference to warrant a update to the crossover mod to wait or I could run with it with out problems.
Minor IC2 updates shouldn't have any affect on this mod.
It's definitly a gui id conflict, Silentdeth: Miss here? Client and server is generating different gui ids...
On client the gui id's is:
CodeguiIdIndustrialElectricEngine=94 guiIdLargeElectricEngine=93 guiIdMediumElectricEngine=92 guiIdOilMaterializer=95 guiIdPetrochemicalGenerator=90 guiIdSmallElectricEngine=91
And on server they are:
The GUI IDs are set here:
guiIdPetrochemicalGenerator=(new Integer(config.getOrCreateIntProperty("guiIdPetrochemicalGenerator", 0, 100).value)).intValue();
guiIdSmallElectricEngine=(new Integer(config.getOrCreateIntProperty("guiIdSmallElectricEngine", 0, 101).value)).intValue();
guiIdMediumElectricEngine=(new Integer(config.getOrCreateIntProperty("guiIdMediumElectricEngine", 0, 102).value)).intValue();
guiIdLargeElectricEngine=(new Integer(config.getOrCreateIntProperty("guiIdLargeElectricEngine", 0, 103).value)).intValue();
guiIdIndustrialElectricEngine=(new Integer(config.getOrCreateIntProperty("guiIdIndustrialElectricEngine", 0, 104).value)).intValue();
guiIdOilMaterializer=(new Integer(config.getOrCreateIntProperty("guiIdOilMaterializer", 0, 105).value)).intValue();
Which is the same for both versions, it will not overwrite existing values.